Digraph k-Coloring Games: From Theory to Practice

Andrea D’ascenzo, Mattia D’emidio, M. Flammini, G. Monaco
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Abstract

We study digraph k -coloring games where agents are vertices of a directed unweighted graph and arcs represent agents’ mutual unidirectional idiosyncrasies or conflicts. Each agent can select one of k different colors, and her payoff in a given state is given by the number of outgoing neighbors with a different color. Such games model lots of strategic real-world scenarios and are related to several fundamental classes of anti-coordination games. Unfortunately, the problem of understanding whether an instance of the game admits a pure Nash equilibrium is NP-complete [33]. Therefore, in the last few years a relevant research focus has been that of designing polynomial time algorithms able to compute approximate Nash equilibria, i.e., states in which no agent, changing her strategy, can improve her payoff by some bounded multiplicative factor. The only two known algorithms in this respect are those in [14]. While they provide theoretical guarantees, their practical performance over real-world instances so far has not been investigated. In this paper, under the further motivation of the lack of practical approximation algorithms for the problem, we experimentally evaluate the above algorithms with the conclusion that, while they were suitably designed for achieving a bounded worst case behavior, they generally have a poor performance. Therefore, we next focus on classical best-response dynamics, and show that, despite of the fact that they might not always converge, they are very effective in practice. In particular, we provide a strong empirical evidence that they outperform existing methods, since surprisingly they quickly converge to exact Nash equilibria in almost all instances arising in practice. This also shows that, while this class of games is known to not always possess pure Nash equilibria, in almost all cases such equilibria exist and can be efficiently computed, even in a distributed uncoordinated way by a decentralized interaction of the agents. 2012 ACM Subject Classification Theory of computation → Algorithmic game theory and mechanism design; Theory of computation → Quality of equilibria; and analysis of algorithms;
有向图k-着色游戏:从理论到实践
我们研究了有向图k -着色博弈,其中代理是有向无权图的顶点,弧表示代理的相互单向特性或冲突。每个智能体可以从k种不同的颜色中选择一种,在给定状态下,她的收益由拥有不同颜色的邻居的数量给出。这类游戏模拟了许多现实世界的战略场景,并与若干基本类型的反协调游戏相关。不幸的是,理解博弈实例是否承认纯纳什均衡的问题是np完全的[33]。因此,在过去的几年里,一个相关的研究焦点是设计多项式时间算法来计算近似纳什均衡,即在这种状态下,没有智能体改变其策略,可以通过一些有界的乘法因子来提高其收益。在这方面仅有的两种已知算法是[14]中的算法。虽然它们提供了理论上的保证,但到目前为止,它们在现实世界实例中的实际性能尚未得到研究。在本文中,在缺乏实际逼近算法的进一步动机下,我们实验评估了上述算法,得出结论,尽管它们适合于实现有界的最坏情况行为,但它们通常性能较差。因此,我们接下来将关注经典的最佳响应动力学,并表明,尽管它们可能并不总是收敛,但它们在实践中是非常有效的。特别是,我们提供了强有力的经验证据,证明它们优于现有的方法,因为令人惊讶的是,它们几乎在实践中出现的所有情况下都能迅速收敛到精确的纳什均衡。这也表明,虽然这类博弈并不总是具有纯粹的纳什均衡,但在几乎所有情况下,这种均衡都存在,并且可以有效地计算,即使是通过分散的代理交互以分布式不协调的方式。2012 ACM学科分类:计算理论→算法博弈论与机制设计;计算理论→均衡质量;算法分析;
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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